Budget Player Cadet_
Smash Hero
His idea that he's right is wrong. :V
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I'm assuming you mean not to limit it. But... let me point out the roster with this idea:Randomness cannot be prevented, but there's no reason to limit it as far as is practically and realistically possible.
Nothing, of course. It's just pointing out that it's never a matter of random or non-random, it's always a matter of more or less random. And that does make quite a big difference when talking about gameplay because you can't point to the single "non-random" stage and say "all right, this is where we will play".Sure, there's no way to balance stage spawns on asymmetrical stages, but what does that have to do with things we can balance?
Sure it is! Banning half the cast is practical, you could do it just as easily as you could turn most sane, gameplay-oriented people onto the idea of "FD only". Or do you mean beyond convincing people that it's a good idea? If so, lemme know what you're talking about.Tires don't fly in a random direction, get your facts straight.
You have to take into account the words realistically and practically. Banning half the cast isn't practical, banning stages that are objectively random is.
How about a little consistency here? The character you're describing is banworthy for being TOTALLY random, and completely removing skill from the equation. This would be akin to... Pictochat if the pictures changed every second, or Norfair if the jets were on constantly and covered almost all of the screen. There is no stage which is that bad.If there were to be a character that would be overly dependent on RNG (and would be broken with a certain amount of luck) then I'd lobby for a ban on that character as well. Same reason boosting evasion in Pokémon is banned, same reason crit chance should never be implemented in any game regardless of how potentially competitive those 2 mechanics can be.
They shouldn't be; you are removing a lot of the risk from dashing and dash dancing. Trip hacks are a ******** idea both from the side of practically applying them at a large tournament and from the side of actually playing brawl.We can't fix unfixable variables, we can fix those which aren't essential to this game. Same reason trip hacks are allowed.
Bingo. Some characters (like Snake, or Marth) get very little from it, while others (Fox, Olimar, Falco) get a gigantic buff.Tripping hacks are not (or at least should never be) allowed at tournaments as far as I know, because at that point you're not actually playing Brawl. And it buffs certain characters more than others.
Exactly. When we start using hacks to change how Brawl is played, beyond the aesthetics (replay hacks, camera hacks, etc.), then we essentially may as well just start playing Brawl- or BBrawl.Then what about balancing?
etc...
You think it's subjective?So your problem is solely with randomness, correct?
Here's my problem: where do you draw the line? At Warioware, legalizing everything less random than that? That's what some people (picto advocates, MLG) do. At Pictochat, where everything better than that goes? At halberd? At PS1/PS2? At Brinstar, where there are tiny changes in the pattern of the lava from game to game? At RC, where the unevenness of the stage means that random spawns lead to potential unfairness (if you play the stage like M2K, you have an advantage if you spawn to the right instead of the left)? At Smashville, where the platform's direction can be deciding for gimps in the first few seconds of the game? At FD, where the random spawning determines in part the effectiveness of Crawldashing and other ATs that are somewhat dependent on the direction you are pointing?
...See where I'm going with this? It's literally impossible to remove all randomness. And how much randomness is acceptable is completely subjective. What's interesting in Brawl though is that you kind of have to gauge randomness against depth lost by removing it. In most cases, you can get almost everyone in the brawl community to agree-lowering the random element is not worth banning the element in question.
Hell, just apply this logic to characters for a moment! Sure, G&W, Peach, Dedede, Luigi, DK, MK, and a few others all have notable random elements. But would you ban them? No, of course not. It would destroy the game's metagame to ban all of the characters with random elements, and it would seriously hurt its depth. And that's what banning stages with random elements does too. Believe it or not, while these "random elements" are on one hand antithetical to competitive play, at the same time the stages that they are attached to offer depth, which is directly proportional to competition.
So in short, you are really, really wrong and your opinion is completely subjective.
But what about ganon's Fair? What's wrong with ganon having at least one good aerial? Wouldn't that add depth?Trips are not an essential part to this game and provide 0 competitive depth.
Do I honestly have to elaborate on that?
"Randomness is bad for competition". This is an objective statement. However, what I'm trying to point out is that when you have to balance between randomness and depth (as is the case here) "how much randomness is too much" is completely subjective. See my post regarding characters, please-you want to remove randomness? You damn well should not leave it at stages if you're so extreme about it.You think it's subjective?
Oh boy, I haven't been this tempted to make a large post in a while.
ETA: Just to get an idea of where you stand, do you know why we don't just do single-match single-elimination?
I feel WoW has (or had, I have not pvp'd since BC) an exceptionally low skill cap. Not that determining a games skill cap is easy and not entirly up to opinion.I don't think it's realistically possible to create a game with such a low skill cap.
Even rock paper scissors can be played competitively.
looks at thread titleBut that said... Why does practicality matter? We're talking ideology here, whether it's practical or not should not matter at all.
Your argument of "random is always bad for competition" isn't wrong, but it isn't correct either.Anybody who feels randomness is not entirely bad for competition is making the argument that we can shorten sets and remove rounds from losers.
It is exactly the same thing.
Unless the randomness affects both players equally, which is practically impossible, it removes or lessens the effect of player skill, which is bad.Your argument of "random is always bad for competition" isn't wrong, but it isn't correct either.
I think the issue isn't necessarily that there is randomness, but whether or not it is a controlled random.
For example, G&W's Side B is an acceptable random as it can be controlled, where as items are not acceptable because they cannot be controlled.
It is why I believe people were confused with your criteria, as it sounds as if you are against all random entirely, when it is simply random outside of one's control.
Frankly, I do not think it would be possible to make an argument concerning random, primarily because it depends upon what that random factor is, as well as the degree to which it affects the gameplay.
After all, no one is going to argue about the BR spread screwing them over on a possible kill or the AR spread for that matter, but I am sure they would be willing to argue about the starman power up their opponent got while they were a giant.
Bull****. There's no depth added by shortening sets/using single elimination. None at all. As said, you are completely missing the whole "removing elements lowers game depth" aspect. Again, in order to "remove randomness" as far as we can, we have to ban about half the cast.Anybody who feels randomness is not entirely bad for competition is making the argument that we can shorten sets and remove rounds from losers.
It is exactly the same thing.
This.@chair: removing tripping boosts land based characters who depend on their run more than others. Characters like Wario can get by without running nearly ever but characters like sonic, olimar, and yoshi need to run more often. Pierced even said that if tripping didn't exist he would start to use dash dancing with his marth. Tripping does change the game balance and removing it would directly buff some characters over others.
Oh while you don't have as much room to dash-dance that doesn't make it useless at all lol.I feel like bringing up that dash-dancing in Brawl is 1000 times less useless than it is in Melee, as you can't interrupt a dash into a dash-turn at any point during the dash.
Makes it much less useful for mind-games due to lost versatility and it is punishable.
What is game depth? What purpose does it serve?Bull****. There's no depth added by shortening sets/using single elimination. None at all. As said, you are completely missing the whole "removing elements lowers game depth" aspect. Again, in order to "remove randomness" as far as we can, we have to ban about half the cast.
Don't patronize me, kid. I know why many random stages are generally accepted as OK. I'm saying that it's idiocy they're accepted as such to begin with.What stages do we have that are random, and why do we accept them in random play...?
Battleship Halberd
Random Factor - Weapons fired
Legitimacy for Legality - Very much so.
Advance notice is given to both players, no matter what weapon is fired, and you have more than ample time to get out of the way. There are random factors, but they can be easily circumvented in this case.
Delfino Plaza
Random Factor - Landing points
Legitimacy for Legality - Very much so.
Once again, ample time and notice is given to adapt to whatever part of the stage you're going to be landing on. The camera on screen will suddenly snap to the blast zones of the landing area, and you can anticipate where you'll be landing based on the background.
Frigate Orpheon
Random Factors - Time of flip, side platforms on 2nd phase
Legitimacy for Legality - Very much so, tolerable.
The time when the stage flips is not a problem at all. You get more than enough warning that the stage is going to flip, and you can very easily time a jump so you're airborne when the stage flips.
On the second phase of the stage, the platforms that come out from the sides act much like the YI support ghosts; screwing up PK Thunder recoveries and causing unexpected landings. With an unexpected landing, just jump off the platform and proceed to recover. Running is not advised, because you CAN trip. As far as Ness and Lucas' PK Thunders, just execute the recovery move at a position where, even if the Frigate platforms move in, they won't get in the way.
Smashville
Random Factors - Platform's starting position, balloons
Legitimacy for Legality - Very much so, tolerable.
The platform's starting position only provides a slight edge to whoever's closer to it at the match's start. Other than that, after both players have had time to move around, this randomness is negligible.
The balloons are a common theory that need to be put down now. The only recoveries the balloon can interfere with are Falcon(SideB) and Ness'. However, what you need to remember is that Falcon shouldn't be recovering with SideB anyway, and Ness should be able to drift back to the stage even if the balloon catches his PK Thunder, considering the balloon is elevated pretty high above the stage. If he was far enough from the stage that he couldn't even drift back, then he would've been edgehogged anyway even if he did successfully PK Thunder back.
And it's not so much of a hardship to recover a little lower than usual with PK Thunder in order to avoid the balloon.
Pokemon Stadium 1
Random Factor - Which transformation will occur.
Legitimacy for Legality - Very much so.
First off, you're given advance notice(by the background HUD) of which transformation is going to occur, and secondly, every transformation will occur on that stage at least once, maybe twice. It's your job to remember how to take advantage of each transformation, so that you can act even if the transformation you don't like comes up twice in the match. This logic can also be applied to Frigate Orpheon, Delfino Plaza, and Pokemon Stadium 2.
Pokemon Stadium 2
- see Pokemon Stadium 1 -
Brinstar
Random Factor - To what height the acid will rise.
Legitimacy for Legality - Tolerable.
This is more of a borderline example. The acid can come up at some unexpected times, and land you smack in the middle of a chain, but you do get enough notice from the background that the acid is coming up. If you get killed by the opponent because you got hit by the acid, it means they were paying attention to the stage and you weren't, allowing them the chance to a free hit.
The acid itself doesn't kill until like 300%, so the only time you could potentially die from it is if you were stupid and got hit by the acid, and the opponent knew you were going to get hit.
Yoshi's Island
Random Factors - Support Ghost, Shy Guys, Central Platform
Legitimacy for Legality - Tolerable, Tolerable, Very much so.
The central platform isn't much of a concern. It teeters so damn slowly, you can keep track of it very easily and use it in any way you see fit.
The Shy Guys are a bit more of a problem, because they're one of the few things that show up without advance notice. They block projectiles, and only projectiles, which, surprise surprise, should be mainly used when you're at a distance from the opponent. Regardless of whether the Shy Guys are going to randomly show up, your opponent's gonna make an action to dodge whatever you're throwing out, because even they would not expect the Shy Guys coming to block your projectile. Essentially, even though these guys can block a projectile, it generally has very little impact on play.
The Support Ghost does two things; screws up PK Thunder recoveries and saves people. As far as Ness and Lucas, they can just PK Thunder a bit away from the stage and still make it without having to worry about getting gimped.
The Support Ghost saving people is the biggest concern people have with this stage. If you've exhausted all of your recovery options, you can drift to where the Support Ghost is supposed to show up, and you have a 1 in X chance of it saving you. Since both players are allowed the liberty of this gamble, it somewhat balances out the issue.
Do both players always 100% of the time have to react to every single random change?Well, I was just mainly typing all of that so I have a reference point.
TBH, it only seems like YI's Support Ghost is the only borderline problem, since having your stock saved is a pretty big issue.
Everything else can either be reacted to, provides little to no gameplay change, or calls for an insignificant adaptation of your own gameplay(for stage transformations and Brinstar acid).
...Did you see my list?What is game depth? What purpose does it serve?
You blindly argue in favor of it as though it is the end-all-be-all but I don't think you actually know what depth is, or you wouldn't be saying randomness is depth.
Uh, how about YESDo both players always 100% of the time have to react to every single random change?
No?
Well then, I don't know why you're bothering with this.
Did you just compare a random event to baseballUh, how about YES
If you can't successfully react to random obstacles that give you 5-6 seconds of warning, you probably shouldn't be playing this game.
Real world example: In baseball, if a pop fly is hit to right field, the right fielder is expected to position himself under the ball each and every time to catch it. Even though the right fielder can't possibly predict WHEN a pop fly will be hit to him and WHERE the ball will actually land until the batter hits the ball, he gets ample time to prepare himself to catch the ball when it actually does get sent his way. This kind of adaptation players need to make in the game of baseball is considered highly competitive.
Since you really don't seem to get why that analogy is so effing ********Oh no getting chewed out for making a completely legitimate argument
The transformations on Pokemon Stadium 1... you don't know which transformation will happen until they tell you on the screen in the background, but then you get 5-10 seconds to get ready for it. You get plenty of time to position yourself where you want to be on the stage before anything drastic happens.
The same can be said for Smashville's platform's starting position(you get the 3, 2, 1, GO! to prepare for it), Delfino's landing points, Halberd's weapons, etc...
Comparing this to baseball:
The location of where a baseball will land in the outfield... you don't know where it will land until the batter hits it out there, but then you get 5-10 seconds to get ready to catch it. You get plenty of time to position yourself underneath the ball before it actually lands, so you can actually catch it.
Explain how being expected to react to a random event in Brawl that gives you 5-10 seconds of warning every time is any different from expecting an outfielder to be prepared to head anywhere within their catching range every time a pop-fly is sent their way. And while you're at it, explain to me why either makes their respective game any worse.
A tournament is a test of skill, and stages with obstacles that have an almost non-existent intrusiveness level, even on the random scale, play a role in it. If one can't adapt to simple stage interactions that neither kill you and also give you a ****load of time to work around, then that person is a bad player. It's just that simple.Explain how being expected to react to a random event in Brawl that gives you 5-10 seconds of warning every time is any different from expecting an outfielder to be prepared to head anywhere within their catching range every time a pop-fly is sent their way. And while you're at it, explain to me why either makes their respective game any worse.
<----- PointOh excuse me.
Batter hits the ball toward center field; random gust of wind blows the ball to the left when it reaches its apex of travel. The center fielder still has ample time to react to this random change in gameplay, much like how a Brawler would have time to react to the aforementioned stage interactions.
Back to my question.
A tournament is a test of skill, and stages with obstacles that have an almost non-existent intrusiveness level, even on the random scale, play a role in it. If one can't adapt to simple stage interactions that neither kill you and also give you a ****load of time to work around, then that person is a bad player. It's just that simple.
Halberd's cannon shot approaching the stage doesn't suddenly inhibit either player's ability to move or interact with each other or the stage. They both have enough time to move out of the way or create a setup that gets the other guy hit by it. Essentially, the amount of time given to escape and plan completely negates any and all immediate positional advantages given by the shot while also executing a test of skill between the two players.
Someone getting hit with the Halberd cannon without it being the opponent's fault is just a bad player with an even worse reaction time. Standard deviation didn't have **** to do with that.